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Kestia, didn't anyone tell you Auras suck? (EDH / Commander)

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This is my ground-up build of Kestia based on the Estrid 2018 pre-con.

I figured Kestia would probably be the least played of the 3 commanders that came with the pre-con and I'm into unique and fun experiences. Plus I love enchantress. So aura enchantress it is.

Auras are risky. And historically bad. They're fragile, easily losing you card advantage when some bastard kills your enchanted creature.
This is called getting 2-for-1ed, and that happening repeatedly won't win you games.
Or if said bastard instead kills your creature wearing 3 auras. Then you just for 4-for-1ed.

I know you're thinking, "why would you set yourself up for that". But any voltron player can tell you how fun it is to suit up one giant creature and smash some poor fucker. I know it's not commander damage and the challenge makes it more fun.

On the bright side, I guess because auras are so high risk, they're usually pretty efficiently costed for the effect you get. For example, much of the time, I can use my aura based ramp the turn I cast it. With a few notable exceptions, most of the best green land ramp doesn't even offer that.

I've tried to include only the most efficient mana ramping auras and a few tried and true land rampers.

Enchanted lands are going to be prone to taking trips to the old Strip Mine but if opponents use their removal on that, it'll take the heat off Gaea's Cradle and Serra's Sanctum.

And since those cards can net ridiculous amounts of mana, there's a few unconditional land tutors for fetching.

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